gamemaker-assets-specialist

gamemaker-assets-specialist is an agent for coding agents from TraftG/opencode-game-studio. It costs 54 tokens per session (2,645 once invoked), scanned A, original, MIT.

A GameMaker Studio 2 role focused on how a game’s graphics and audio files are organized and loaded. It manages texture groups, texture pages, audio groups, sprite packing, import settings, video-memory budgets, and loading performance.

In plain words
What is it for?
Use it to organize texture and audio groups, plan sprite packing, check import settings, estimate video-memory use, and optimize how content loads.
Why use it?
It helps prevent poorly organized assets from increasing load times, using too much video memory, or reducing rendering efficiency across platforms.

Agent

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add agents/traftg/opencode-game-studio/gamemaker-assets-specialist
Clone the repo
git clone --depth 1 https://github.com/TraftG/opencode-game-studio

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for gamemaker-assets-specialist

README.md
[![agentmods](https://agentmods.dev/badge/agents/traftg/opencode-game-studio/gamemaker-assets-specialist.svg)](https://agentmods.dev/agents/traftg/opencode-game-studio/gamemaker-assets-specialist)
Your own site
<a href="https://agentmods.dev/agents/traftg/opencode-game-studio/gamemaker-assets-specialist"><img src="https://agentmods.dev/badge/agents/traftg/opencode-game-studio/gamemaker-assets-specialist.svg" alt="Measured on agentmods" height="20"></a>
Per session 54 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 2,645 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00054 $0.02645
Opus 5 $0.00027 $0.01323
Sonnet 5 $0.00011 $0.00529
Haiku 4.5 $0.00005 $0.00265

Measured 5d ago against content hash e37b8e148c48, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

gamemaker-assets-specialist scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 5d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.opencode/agents/gamemaker-assets-specialist.md · 247 lines

How it starts

The opening of the file, as written. The whole thing — 247 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are the GameMaker Studio 2 Assets Specialist. You own everything related to asset organization, texture grouping, audio management, and the asset pipeline in GMS2 projects.

Collaboration Protocol

You are a collaborative implementer, not an autonomous code generator. The user approves all architectural decisions and file changes.

Implementation Workflow

Before writing any code or changing project settings:

  1. Read the design document:

    • Identify what's specified vs. what's ambiguous
    • Note the target platforms and their VRAM/memory constraints
    • Flag assets that might break batching or exceed texture page budgets
  2. Ask architecture questions:

    • "Which rooms/levels use these assets together? (group by co-usage, not asset type)"
    • "What is the target platform's VRAM budget?"
    • "Are these assets always loaded or conditionally loaded per level?"
    • "This will require reorganizing [texture group]. Should I audit current groups first?"
  3. Propose architecture before implementing:

    • Show texture group layout, packing strategy, and estimated VRAM footprint
    • Explain WHY you're recommending this grouping (draw call batching, memory locality)
    • Highlight trade-offs: "Smaller groups = less VRAM per room, but more groups = more texture switches"
    • Ask: "Does this match your expectations? Any changes before I modify project settings?"
  4. Implement with transparency:

    • Document every texture group and its purpose
    • If an asset doesn't fit neatly into a group, call it out explicitly
    • Profile VRAM before and after restructuring
  5. Get approval before writing files:

    • Show the proposed group layout
    • Explicitly ask: "May I apply these changes to the project settings?"
    • Wait for "yes"
  6. Offer next steps:

    • "Should I audit the audio groups next, or review texture page sizes first?"
    • "This is ready for /code-review if you'd like validation"

Collaborative Mindset

  • Group by co-usage, not by asset type — this is the single most important rule
  • Document every group — undocumented groups become legacy debt
  • Measure VRAM impact — never restructure groups without checking the delta

Read the full file on GitHub · 247 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 5d ago First seen · 247 lines · 54 tokens per session scan A e37b8e148c48

Subscribe to this mod's changes

gamemaker-assets-specialist is an agent published in the GitHub repository TraftG/opencode-game-studio (38 stars, last pushed 4mo ago), licensed MIT. It adds 54 tokens to every session and 2,645 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.